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-rw-r--r--src/gallium/drivers/iris/iris_context.h4
-rw-r--r--src/gallium/drivers/iris/iris_draw.c6
-rw-r--r--src/gallium/drivers/iris/iris_resolve.c13
3 files changed, 11 insertions, 12 deletions
diff --git a/src/gallium/drivers/iris/iris_context.h b/src/gallium/drivers/iris/iris_context.h
index 596b195b5a8..042a2cfb43d 100644
--- a/src/gallium/drivers/iris/iris_context.h
+++ b/src/gallium/drivers/iris/iris_context.h
@@ -677,8 +677,8 @@ uint64_t iris_timebase_scale(const struct gen_device_info *devinfo,
/* iris_resolve.c */
-void iris_predraw_resolve_inputs(struct iris_context *ice,
- struct iris_batch *batch);
+void iris_predraw_resolve_inputs(struct iris_batch *batch,
+ struct iris_shader_state *shs);
void iris_predraw_resolve_framebuffer(struct iris_context *ice,
struct iris_batch *batch);
void iris_postdraw_update_resolve_tracking(struct iris_context *ice,
diff --git a/src/gallium/drivers/iris/iris_draw.c b/src/gallium/drivers/iris/iris_draw.c
index 602a0ec517f..fb62f0c5452 100644
--- a/src/gallium/drivers/iris/iris_draw.c
+++ b/src/gallium/drivers/iris/iris_draw.c
@@ -98,7 +98,11 @@ iris_draw_vbo(struct pipe_context *ctx, const struct pipe_draw_info *info)
iris_update_compiled_shaders(ice);
- iris_predraw_resolve_inputs(ice, batch);
+ for (gl_shader_stage stage = 0; stage < MESA_SHADER_COMPUTE; stage++) {
+ if (ice->shaders.prog[stage])
+ iris_predraw_resolve_inputs(batch, &ice->state.shaders[stage]);
+ }
+
iris_predraw_resolve_framebuffer(ice, batch);
iris_binder_reserve_3d(ice);
diff --git a/src/gallium/drivers/iris/iris_resolve.c b/src/gallium/drivers/iris/iris_resolve.c
index 240f6f8c879..737bcfe0e90 100644
--- a/src/gallium/drivers/iris/iris_resolve.c
+++ b/src/gallium/drivers/iris/iris_resolve.c
@@ -74,16 +74,11 @@ resolve_image_views(struct iris_batch *batch,
* enabled depth texture, and flush the render cache for any dirty textures.
*/
void
-iris_predraw_resolve_inputs(struct iris_context *ice,
- struct iris_batch *batch)
+iris_predraw_resolve_inputs(struct iris_batch *batch,
+ struct iris_shader_state *shs)
{
- for (gl_shader_stage stage = 0; stage < MESA_SHADER_STAGES; stage++) {
- struct iris_shader_state *shs = &ice->state.shaders[stage];
- resolve_sampler_views(batch, shs);
- resolve_image_views(batch, shs);
- }
-
- // XXX: storage images
+ resolve_sampler_views(batch, shs);
+ resolve_image_views(batch, shs);
}
void